Unfixed problems?

Discussion in 'General Modification' started by Ausir, Nov 11, 2003.

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  1. Shimmer

    Shimmer Member

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    yes my game is patched, with both the official and co8 patches. try webbing the hill giant, and he won't do a thing unless there's a party member in the giant's melee range. well, at least for me he didn't.

    and i think web was bugged in a different way prepatch, no? like permanent dex penalty. (not sure, i waited until the patch came out)

    also, if you charge a creature and there's web between it and your character, they will charge through the web to the target, even if they fail the saving throw. i'm not a rules expert, but intuitively, i think they should stop the moment they enter web should they fail the saving throw.

    comments?
     
  2. dirsh

    dirsh Member

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    resting

    I'm going to keep this short because it looks kinda cluttered already. I reasently started playing (waited untill both patches were out. CO8 compatable with official.) and I seem to have a problem with resting. Every time I do I get attacked (excluding within the Inn). I have tried many locations multipule times (more then I want to admit) with the same affect. Let know if this is a bug or what I'm doing worng (tips for resting).
     
    Last edited: Nov 15, 2003
  3. dirsh

    dirsh Member

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    Re: NPC LOOTING STILL BRIZZOKE!


    Couldn't agree more.
     
  4. RufusAtticus

    RufusAtticus Member

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    I found the rope of entanglement, but it doesn't do anything. Is it a quest item or does it need to be fixed so that it does something?

    Is giving it the ability to cast "entangle" or "hold person" appropriate?
     
  5. Varaya

    Varaya Member

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    Monk AC miscalculation

    I started a new game and created a female human monk (game is official patch plus latest Co8 200 patch). My monk has DEX 16 and WIS 15. On the char sheet, the AC is shown as 16 (with no armor equipped), and when you click the detail view for AC, the calculation correctly shows 10+3+2=15. Have not seen this mentioned yet.

    Here's a page with two screenshots: http://oops.d2g.com/weird_ac.html
     
  6. rex_blade

    rex_blade Established Member

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    Re: resting

    If your rest icon is yellow, you will probably get attacked.
    If it is green, you won't.

    @zhuge, I corrected the sword to +1 in the protos, then started a new game and now it acts properly....
    It must have something to do with the fact that the item was already in the game the last tiume i tried to modify it.
     
  7. zhuge

    zhuge Established Member Veteran

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    @Elessar:
    Regarding Spiritual weapon, 3.5e SRD states -
    -deals 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level).
    -It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus.
    -it can damage creatures that have damage reduction.
    -It does not get a flanking bonus or help a combatant get one.
    -Your feats or combat actions do not affect the weapon.

    Quoting your results:
    With my 18 WIS cleric, the weapon attack bonus is her BAB plus a misc +1 (that could be her STR,CON or INT bonus).

    My tests:
    Using a Clr8/Ftr2 with Wis 14, cast Spiritual Weapon. The spiritual mace correctly does 1d8+2 damage as per SRD (since I only have 8 Clr levels).
    However BAB is:
    +1 Class
    +7 Misc

    Very funny results. Not sure what to make of it. I had expected
    +8 Class (BAB of Clr/Ftr)
    +2 Misc (Wis modifier)
    Or perhaps the game calculates BAB of Clr levels only giving you
    +6 Class and +2 Misc = 8 (still the breakdown is wrong)

    Would very much appreciate if someone else could double check Spiritual Weapon BAB and its breakdown for clerics and multiclassed clerics. Seems to be messed up to me.


    @Shimmer:
    Checked Web Vs 2 Air Elementals. Not sure if they could be Webbed in the first place but they were. And even when they succeeded the initial Reflex save but failed the subsequent Str check, they were still Webbed. At no time did they attempt to break free or approach my characters and I could shoot them with impunity. The only time they actually tried to hit something was when my Barb closed within melee range.
    Seems like the AI still doesn't know how to break free. Oh well, Web was always implemented very oddly.

    I will requote Salviati's findings/thoughts on them:
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    -Web is wonky. Translation of Web from SRD:
    Web entangles all creatures within its area of effect. Successful Reflex saves allows movement. Failure means immobility, necessitating spending 1 round to break free (DC 20 Str check). Creatures moving in webbed areas can move 5 feet for each 5 full points they surpass a DC 10 Str check.

    Currently, entanglement and ability to move are treated as a single condition which should not be so requiring the changes below:
    1. Everyone inside a web suffers entanglement penalties, regardless of saves (currently entangle only applies to those failing a save),
    2. A character in a web need only 'break free' should it fail its initial reflex saving throw (currently, a character must 'break free' failing the strength check as well). Hence, webbed creatures should get strength 'saving throws' every round checking if they can move.
    3. Web should be providing cover/total cover depending on distance. It does not appear to be doing this
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>


    @dirsh:
    You can only rest safely when the array of buttons on your interface (lower right) displays a green tent. Resting on a yellow tent is likely to provoke encounters. This is not a bug. There is a similar resting place in the Moathouse tower after you kill the Giant Spider there.
    Shin, a few others as well as the Co8 modders are currently working on looting/non-looting behavior. Please give your feedback/ideas to JHunz and Shin.


    @RufusAtticus:
    Quoting 3.5e SRD:
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
    Rope of Entanglement: A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.
    The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
    Moderate transmutation; CL 12th; Craft Wondrous Item, animate objects, animate rope, entangle; Price 21,000 gp; Weight 5 lb.
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

    I will try to run some tests later.


    EDIT:mad:Varaya:
    Nice screenshots. Thanks.
    The unarmored Monk gets Wis modifier to AC as correctly shown.
    AC should be 15. However if you have also taken Dodge, sometimes this doesn't show in the breakdown but IIRC, this may be included in your total AC.
    Please confirm whether you have Dodge as a feat.
    Otherwise run a few tests - try to get another character to hit the monk and see the actual AC in combat from the hypertext link.

    EDIT2:mad:rex_blade:
    Thanks for the update on the Holy Longsword. We should compile a list of these corrections and implement them all in the next update of the Co8 patch.
     
    Last edited: Nov 15, 2003
  8. Varaya

    Varaya Member

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    Ah yes, sure - you're right. My monk has dodge as a feat. Same behaviour on another char who also has the dodge feat at lvl 1. The "dodge" +1 never shows up in the breakdown. That's confusing, but not really a bug, so forget about it (though it WOULD be nice to see the +1 mentioned on screen). Guess there are enough real bugs around to keep everybody busy :)
     
  9. rex_blade

    rex_blade Established Member

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    incorrect item wieghts

    Some item wieght that i found... peculier:

    Hemlock Plant: 10 pounds

    A battle axe wieghs 15 pounds while greataxe wieghs 12....

    I'll post more as i find them
     
  10. zhuge

    zhuge Established Member Veteran

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    @rex_blade:
    Hemlock plant: 10lb
    Maybe a design decision (might be a whole stack of them)
    Maybe a bug, just like wands weighing 10lb when they should weigh 1.
    Who knows. Anyway since you can't sell them and I really haven't found any use for them, I say just leave them be.


    There are 2 types of battleaxes:
    1)The normal 1-headed battleaxe (code: 4114) weighs 6lb and is valued at 10gp. By comparison a greataxe (code: 4064) weighs 12lb and is valued at 20gp, so that would make sense.

    2)The odd 2-headed battleaxe (code: 4062) which weighs 15lb and is valued at 60gp.

    The stats of the normal battleaxe and greataxe are the same as in 3.5e SRD. This leads me to suspect that the odd 2-headed battleaxe was originally intended to be an orc double axe which does indeed weigh 15lb and is priced at 60gp.
    However since double weapons are not implemented in ToEE, the orc double axe got the shaft and the programmers forgot to readjust the stats to reflect a regular battleaxe.

    I therefore agree that a correction here is warranted. I invite more comments on this.


    Again I must say that it would be nice to compile a list of these corrections and implement them all in the next update of the Co8 patch.

    Some other easy corrections to consider:
    Correcting item prices such as:
    Scimitar +1 (code: 4047) is currently valued at 15gp (it should be 2315gp)
    You can find quite a number of other errors in item pricing.
    Item prices is Col52 in Phalzyr's editor.

    My observations are based on ToEE3.dat. Please recheck the same entries in ToEE4.dat to see if Troika has slipped in any corrections in the patch.
     
  11. modus0

    modus0 Member

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    I've experienced a similar oddity as Varaya: AC seems to be calculated as Armor bonus+Dex bonus+11. It should be 10+Dex bonus+Armor. I've noticed this on fighters, clerics, and sorcerers without the Dodge feat so it's not that or the monk's Wis (which, if high enough, gives a higher bonus than +1).
     
  12. zhuge

    zhuge Established Member Veteran

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    @modus0
    Hmm... I do not have enough data to make a conclusion. Please post the entire breakdown of AC for each affected character and anything else which you may think relevant. Screenshots would be nice as well.
    That being said, your misc bonus is unusually high - 10? 11?
    How do you get such a figure?

    AC = Armor + Dex modif(also Wis modif for unarmored Monks) + Shield + Deflection + Generic

    Generic includes Dodge, Expertise, Natural Armor and a few other bonuses. Generally these bonuses are able to stack. The other four cannot stack.
     
  13. Graphil

    Graphil Member

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    Miscast sorceror bug?

    Needs to be checked. Details
    2nd level paladin, 1st level sorceror, 18 charisma.
    Gets 4 1st level spells.

    Cast a 1st level spell in armour and get a miscast. Available spells goes from 4/4 to 2/4. i.e. loose 2 spells rather than one.
     
  14. Elessar

    Elessar Member

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    Checked with a Fighter/Sorcerer.
    I don't know if this happens with a pure sorcerer, I will check it.

    I've checked it, and it's a bug with the sorcerer, multi and single.
     
    Last edited: Nov 16, 2003
  15. RufusAtticus

    RufusAtticus Member

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    Great Cleavers (available from female bugbears) are only worth 38gp or so in the game, despite being +1, Keen Edge weapons.

    My ranger is dual welding a Great Cleaver +3 (enchanted by my wizard) and a rapier +3 and is having a grand ole time with criticals. :)
     
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